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PxVehicleRigidBodyStates.h
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24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#pragma once
30
35#include "foundation/PxTransform.h"
36#include "foundation/PxVec3.h"
37#include "vehicle2/PxVehicleParams.h"
38
39#if !PX_DOXYGEN
40namespace physx
41{
42namespace vehicle2
43{
44#endif
45
47{
55
56 PX_FORCE_INLINE void setToDefault()
57 {
58 pose = PxTransform(PxIdentity);
59 linearVelocity = PxVec3(PxZero);
60 angularVelocity = PxVec3(PxZero);
61 externalForce = PxVec3(PxZero);
62 externalTorque = PxVec3(PxZero);
63 }
64
70 {
71 return linearVelocity.dot(pose.q.rotate(frame.getVrtAxis()));
72 }
73
79 {
80 return linearVelocity.dot(pose.q.rotate(frame.getLatAxis()));
81 }
82
88 {
89 return linearVelocity.dot(pose.q.rotate(frame.getLngAxis()));
90 }
91};
92
93#if !PX_DOXYGEN
94} // namespace vehicle2
95} // namespace physx
96#endif
97
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 rotate(const PxVec3 &v) const
Definition PxQuat.h:287
class representing a rigid euclidean transform as a quaternion and a vector
Definition PxTransform.h:49
3 Element vector class.
Definition PxVec3.h:50
PX_CUDA_CALLABLE PX_FORCE_INLINE float dot(const PxVec3 &v) const
returns the scalar product of this and other.
Definition PxVec3.h:276
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition PxVehicleParams.h:174
Definition PxVehicleRigidBodyStates.h:47
PxVec3 externalForce
external force (in world space) affecting the rigid body (usually excluding gravitational force)
Definition PxVehicleRigidBodyStates.h:53
PxVec3 previousLinearVelocity
the previous linear velocity of the body (in world space)
Definition PxVehicleRigidBodyStates.h:51
PxVec3 angularVelocity
the body's angular velocity (in world space)
Definition PxVehicleRigidBodyStates.h:50
PX_FORCE_INLINE PxReal getVerticalSpeed(const PxVehicleFrame &frame) const
Compute the vertical speed of the rigid body transformed to the world frame.
Definition PxVehicleRigidBodyStates.h:69
PX_FORCE_INLINE PxReal getLongitudinalSpeed(const PxVehicleFrame &frame) const
Compute the longitudinal speed of the rigid body transformed to the world frame.
Definition PxVehicleRigidBodyStates.h:87
PxVec3 externalTorque
external torque (in world space) affecting the rigid body
Definition PxVehicleRigidBodyStates.h:54
PX_FORCE_INLINE PxReal getLateralSpeed(const PxVehicleFrame &frame) const
Compute the lateral speed of the rigid body transformed to the world frame.
Definition PxVehicleRigidBodyStates.h:78
PxVec3 linearVelocity
the body's linear velocity (in world space)
Definition PxVehicleRigidBodyStates.h:49
PxTransform pose
the body's pose (in world space)
Definition PxVehicleRigidBodyStates.h:48
PxVec3 previousAngularVelocity
the previous angular velocity of the body (in world space)
Definition PxVehicleRigidBodyStates.h:52